************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

Attaching the updated version and the source code changes over the v2.0.3.

E1 Elite

Posted: Mon Sep 18, 2017 1:43 am Post subject:

Download aieditv2_0_3_1.zip from the above post or aieditv2_0_3.zip from
the first post. Unzip into a folder of your choice. Run AIEdit.exe from it.

TK3600

Posted: Sun Sep 17, 2017 8:32 pm Post subject:

Excuse me for a noob question, but how do I run this program?

Lin Kuei Ominae

Posted: Sun Aug 27, 2017 8:03 am Post subject:

works now
thanks

E1 Elite

Posted: Sun Aug 27, 2017 7:03 am Post subject:

Updated version 2.0.3.1

Changes:
- Application path is used to compute the full path of config files.

Attaching the updated version and the source code changes over the v2.0.3.

@LKO: This should fix your case, though I couldn't test it specifically.

Lin Kuei Ominae

Posted: Sat Aug 26, 2017 7:49 pm Post subject:

i do start the exe directly
from its own folder on D:\modtools\AIEdit

The editor starts fine and asks for rules.ini and ai.ini, after i have selected them i always get the error message.

E1 Elite

Posted: Sat Aug 26, 2017 6:30 pm Post subject:

Just tried with AI Editor v2.0.3 and v2.0.2.2, with TI 0.65 and DTA 1.1574,
loading INI files from both the game folder and a subfolder inside AIEdit.
All work without problems. Only shows some possible errors and
duplicates etc. in the INIs. No loading problems.

Edit:
If you make a link of EXE, right click - properties and don't have a correct
Start in folder, that could be your case. Try running the EXE itself or try
making a link with correct start in folder.

Program needs .NET Framework 4.xx.

Lin Kuei Ominae

Posted: Sat Aug 26, 2017 6:07 pm Post subject:

You download aieditv2_0_3.zip (the attachment on the first post of this topic) and not the source.
Then start the exe.

it seems to try loading the config files from the game directory and not the directory of the editor.

TK3600

Posted: Sat Aug 26, 2017 5:57 pm Post subject:
Noob Question

What is the software needed to run the program? I cannot open .cs file.

Askeladd

Posted: Wed Feb 15, 2017 8:55 pm Post subject:

Hey guys, I finally committed all the changes made by E1 Elite (and made two very minor edits). You can download it from the first post. Thanks E1 Elite

E1 Elite

Posted: Fri Aug 26, 2016 10:10 am Post subject:

Update version 2.0.2.2

Changes:
- Crash fix, ScriptType/TaskForce need not have entries in sequence like Name first or Group last.
- Crash fix, technotypes can have negative cost in rules.
- Bug fix, AITrigger technotype <none> entries won't be replaced with another technotype ID
if any technotype Name falls before <none> in sorting.
- More log info for possible errors, also duplicate cases logged from rules upto certain extent.
- Additional side placeholder entries in config files, just in case user forgets to edit them when
having additional sides.

Attaching the updated version and the source code changes over the v2.0.2.

XxpeddyxX

Posted: Sat Apr 30, 2016 4:54 am Post subject:

Thank you, wish I knew before I went and blew my last backup, have to start again ffs.

Any chance of getting this to work with multiple sides? Manually changing the AITriggers to the new side's number (e.g. 4,0,<none>) then opening the aimd.ini file with the editor and then saving it removes all new side triggers from the file.

E1 Elite

Posted: Wed Apr 13, 2016 11:55 am Post subject:

Duplicate entries in either the list or sections are the ones that get removed, even the game does that.
That is why the first save with this tool has to be compared with a backup.

As for changes, it fills up the defaults such as Name or Group if you have missed them. And there is
sorting.

I don't think it creates duplicates or shuffles the script elements. You should give an example, so that
it can be identified and fixed.

XxpeddyxX

Posted: Wed Apr 13, 2016 10:30 am Post subject:

Cheers, is it common for this tool to delete scripts and change them around, it creates duplicates as well. Nothing that manually editting the ini cant fix but it gets very annoying.

E1 Elite

Posted: Mon Apr 11, 2016 7:33 am Post subject:

Having same IDs even from different lists should be avoided as common entries of Name and Group
etc. will be overridden whereas similar entries from taskforce and scripts could crash the game or
make that trigger non-functional. Those should be corrected by the user.

Whether log shows them or not, user should compare the save (atleast the first save) from this tool
with a backup AI ini file to check out the differences.

In the meantime, until Askeladd responds, you can use the attached version which shows the ID
along with its name for technotypes as in the earlier version.

Update - Changes in v2.0.2.1 over v2.0.2:
- Techno type name is appended with its ID

XxpeddyxX

Posted: Sun Apr 10, 2016 1:39 am Post subject:

2 things:

Found an annoying "bug", the editor will not open the aimd.ini if a TaskForce and a ScriptTypes has the same name, comes up with a string error and won't let you proceed, I manually changed the names in the ini so they don't clash and that fixed it. e.g. 01000005-G changed to 01696905-G in TaskForce and to 01303005-G in ScriptTypes

Another is, the old editor would show you the unit code as well (e.g. HTNK) can you please put this back in, helps when identifying between multiple units with the same name (AI cheat units etc).

G-E

Posted: Wed Feb 03, 2016 2:13 pm Post subject:

Because absolutely nothing uses double-click to rename?

Askeladd

Posted: Wed Feb 03, 2016 12:14 pm Post subject:

You can also double click on the names, that's much easier. Jeez I was trying to make an intuitive UI. XD

G-E

Posted: Wed Feb 03, 2016 2:32 am Post subject:

Oh I see you have to hit F2, before you could click.... now being a stickler for convention, I suggest adding a rename option to the right click menu.

Askeladd

Posted: Mon Feb 01, 2016 12:35 pm Post subject:

I don't know where you got that from. You could and you still can.

G-E

Posted: Mon Feb 01, 2016 11:17 am Post subject:

So you can no longer rename items on the left?

Askeladd

Posted: Sun Jan 31, 2016 7:37 pm Post subject:

The program already functions like that.

RP

Posted: Sun Jan 31, 2016 6:45 pm Post subject:

Imo you should stick to what the game does, as those duplicates are removed there.
This way your editor does not create a list that may not correspond to that of the game.
You can always log that there are duplicates.

Askeladd

Posted: Sun Jan 31, 2016 6:26 pm Post subject:

Thanks

E1 Elite

Posted: Sun Jan 31, 2016 3:40 pm Post subject:

Nice work.

Askeladd

Posted: Sun Jan 31, 2016 3:29 pm Post subject:

Okay I fixed all your complaints and updated to v2.0.2 (see first post).

Duplicate indices must be fixed manually. The program cannot do it because it cannot know what the user's intention was.

E1 Elite

Posted: Sun Jan 31, 2016 6:03 am Post subject:

Adding the default for a missing Group= tag in taskforce is replacing an existing entry. Other cases
seem fine.

Left out on the trimming of input field for Name= on either adding new or rename. Not so essential.

Literals in list index is not a problem, you could have xyz=xyz in lists. Game will truncate 24 characters
and above for IDs. Game uses only numbers for index in taskforce and scripts. 0 to 5 for taskforce and
0 to 49 for scripts. Additional entries are ignored by the game. (From DCoder's factoids)

Duplicate index entries are lost in parsing, so those should be corrected either by the user or the tool.
But the tool wouldn't know what the user wanted with those duplicate entries.

G-E

Posted: Sun Jan 31, 2016 4:22 am Post subject:

Did some "beta testing" seems it uses lists literally... I set two of the unit indexes to the same number and it said the earlier one is missing, which then caused other compounding errors.

And I notice it no longer complains about missing Name= lines in the ai

*edit*

I do have a complaint, when trying to rename items in the left column, the box it gives you to edit within is tiny, and typing immediately doesn't erase the entire previous text...

Askeladd

Posted: Sat Jan 30, 2016 7:29 pm Post subject:

I updated to version 2.0.1 which comes with several bug fixes and a couple of new features (see first post).

G-E

Posted: Fri Jan 29, 2016 2:35 am Post subject:

I meant not all the script actions are available in RA2, you should have some kind of auto-detect or a toggle button to limit the choices to only what's valid in RA2.

E1 Elite

Posted: Thu Jan 28, 2016 5:45 am Post subject:

@Askeladd:
New script item - right click on the last entry works for appending but needs some getting used to.
When nothing is selected it can still be appended to the end of the list. Page up/down is handy.

Rename works with F2 key as well. Both rename and new name could also be trimmed before adding.

Currently vanilla RA2 INI crashes the tool. It is expecting YR teamtype option of MindControlDecision.
Tool could take 2 separate config files for RA2 and YR. Config for RA2 only needs removing YR entries
from Sides, TeamTypeOptions, MissionTypes and ActionTypes.

@G-E:
You could modify the config\ra2.ini for your RA2 needs as mentioned above. This tool crashes because
of several taskforce definition are missing Group= entries in your mod ai.ini. Name= fields are also
missing in some of your scripts, but the tool is able to display its ID in its place. Invalid entries of PROC
and RADAR also gets pointed out in your AITriggers.

@Pop000100:
Source link works, I even commented after looking at the source. If it is getting hidden, just reload
the page.

Pop000100

Posted: Thu Jan 28, 2016 5:37 am Post subject:
Good Work

Much better then DCoder's. why is the source link not working?

PS: I have a feeling your tool's name and DCoder's are too similar right now both being version two and all.